Mittomain Posted July 17, 2021 Posted July 17, 2021 I'd prefer to go with damage reduction instead of healing received, because: - It's a better all around stat, also helps if a class can't heal or cannot be healed (CON affliction). It can also be considered as a healing received multiplier. Even with 2% per point usually it will mean a bigger increase in heals, than the additive 3% healing received per CON. - Every point you invest in it gives increasing returns, similar to how other defenses work. - Altough stronger than healing received it cannot be cheesed (at least so far I cannot think of cheese tactics), while with healing received I've a cheese build already in mind, e.g. a nature godlike tactician/blood mage can easily reach 100%+ damage taken converted to healing with unbending trunk, which can be maintained indefinitely... still not as broken as the original bugged(?) unbending trunk, but getting close to it.
Elric Galad Posted July 22, 2021 Posted July 22, 2021 On 7/16/2021 at 6:34 PM, Noqn said: Oh I like the idea of adding healing received modifier to Con! StatusEffects annoyingly can't have dynamic values based on Attribute values, only Skill values and a few more stats. Though it would be possible to add a StatusEffect with one child effect for each Con value in the 3-35 range with corresponding healing multipliers and conditionals. The StatusEffect could be assigned to an Ability that's only visible in the character sheet, and that Ability appended to all CharacterProgressionTableGameData(?) I found a similar conclusion, but a bit too tedious for my own modding taste. Let me know in case you want to do something, I know you're quite capable in such situation. 1
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